Library / Bestiary

Oni, Water Yai

CR 18.00 Outsider CE Huge HD 22
This towering woman has blue skin, small fangs, and a third eye glaring from her forehead. Her robes are soaking wet.

The water yai clad themselves in the flesh of storm giants, yet these yai are more at home dwelling beneath the waves than they are above them. Unlike most oni, water yai have no real longing to rule or infiltrate societies—yet they still enjoy posing as humanoids. They often assume the forms of enormous merfolk in the water, but prefer to adopt the shapes of storm giants when on land. The water yai then pursues its favorite decadence—the acclimation of material wealth and luxuries. Water yai tend to be easily distracted by beautiful treasures, and despite their evil natures are prone to acts of unexpected frivolity.

HP
297 (22d10+176); regeneration 10 (fire or good spells)
AC
32, touch 11, flat-footed 29 (+6 armor, +3 Dex, +15 natural, -2 size)
Init
+7
Speed
50 ft., fly 60 ft. (good), swim 60 ft.
Fort
+21
Ref
+10
Will
+18
BAB
+22
CMB
+38 (+40 bull rush, disarm)
CMD
51 (53 vs. bull rush, disarm)
Melee
mwk spear +35/+30/+25/+20 (3d6+21/19-20/×3) or 2 slams +34 (2d6+14)
Ranged
acidic missile +23 touch (4d6 acid plus nausea)
Space
15 ft.
Reach
15 ft. (20 ft. with spear)
SR
29
Defensive Abilities
freedom of movement
str
39
+14
dex
17
+3
con
27
+8
int
16
+3
wis
20
+5
cha
22
+6

Weapons: Martial, Simple

amphibious

change shape (Medium, Large, or Huge humanoid; alter self or giant form II)

Universal Monster Rules

Amphibious Ex from Universal Monster Rule
Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.
Change Shape (Medium, Large, or Huge humanoid; alter self or giant form II) Su from Universal Monster Rule
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature's description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.

Special Abilities

Freedom Of Movement from text
Nausea (acidic missile) from rider

Feats, Traits & Items

Awesome Blow from Feat

As a standard action, the creature may perform an awesome blow combat maneuver. If the creature's maneuver succeeds against a corporeal opponent smaller than itself, its opponent takes damage (typically slam damage plus Strength bonus) and is knocked flying 10 feet in a direction of the attacking creature's choice and falls prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle.

Blind-Fight from Feat

In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.

You do not need to make Acrobatics skill checks to move at full speed while blinded.

Cleave from Feat

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Combat Expertise from Feat

You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Critical Focus from Feat

You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Situational: to confirm critical hits: +4 circumstance attack rolls
Improved Bull Rush from Feat

You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.

Calculated: +2 Maneuver Check Bonus
Improved Critical (spear) from Feat

When using the weapon you selected, your threat range is doubled.

Improved Disarm from Feat

You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.

Calculated: +2 Maneuver Check Bonus

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Acrobatics +21 (+29 when jumping), Bluff +30, Disguise +30, Fly +24, Intimidate +30, Knowledge (arcana) +24, Perception +26, Perform (sing) +24, Sense Motive +26, Spellcraft +21, Swim +43

spell-like abilities:
Constant—Fly (DC 19), Constant—Freedom Of Movement (DC 20), Constant—Water Walk (DC 19), At will—Invisibility (DC 18), At will—Water Breathing (DC 19), 3/day—Charm Monster, 3/day—Cone Of Cold (DC 21), 3/day—Control Water, 3/day—Polar Ray
Details
Type
Outsider
Alignment
CE
Size
Huge
Environment
any water
Organization
solitary
Treasure
standard (masterwork spear, other treasure)
Senses
darkvision 60 ft., low-light vision; Perception +26
Languages
Common, Giant
Source
Bestiary 3
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
19 House/Core 1 Recognized publisher
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